raze-gles/source/common/2d/v_drawtext.cpp
Christoph Oelckers b372cb5f35 - the primary Blood menus are working.
Now this was magnitudes easier than the EDuke menu - NBlood's menu is actually clean and usable code but still nothing compared to a unified menu system.
2019-12-01 15:31:08 +01:00

271 lines
7.9 KiB
C++

/*
** v_text.cpp
** Draws text to a canvas. Also has a text line-breaker thingy.
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include <stdlib.h>
#include <stdarg.h>
#include <ctype.h>
#include <wctype.h>
#include "utf8.h"
#include "v_text.h"
#include "drawparms.h"
#include "v_draw.h"
#include "image.h"
#include "v_2ddrawer.h"
#include "gstrings.h"
#include "v_font.h"
class FFont;
//==========================================================================
//
// Internal texture drawing function
//
//==========================================================================
void DrawTexture(F2DDrawer *drawer, FTexture* img, double x, double y, int tags_first, ...)
{
Va_List tags;
va_start(tags.list, tags_first);
DrawParms parms;
bool res = ParseDrawTextureTags(img, x, y, tags_first, tags, &parms, false);
va_end(tags.list);
if (!res)
{
return;
}
drawer->AddTexture(img, parms);
}
//==========================================================================
//
// DrawChar
//
// Write a single character using the given font
//
//==========================================================================
void DrawChar (F2DDrawer* drawer, FFont *font, int normalcolor, double x, double y, int character, int tag_first, ...)
{
if (font == NULL)
return;
if (normalcolor >= NumTextColors)
normalcolor = CR_UNTRANSLATED;
FTexture *pic;
int dummy;
bool redirected;
if (NULL != (pic = font->GetChar (character, normalcolor, &dummy, &redirected)))
{
DrawParms parms;
Va_List tags;
va_start(tags.list, tag_first);
bool res = ParseDrawTextureTags(pic, x, y, tag_first, tags, &parms, false);
va_end(tags.list);
if (!res)
{
return;
}
PalEntry color ;
parms.remap = font->GetColorTranslation((EColorRange)normalcolor, &color);
parms.color = PalEntry((color.a * parms.color.a) / 255, (color.r * parms.color.r) / 255, (color.g * parms.color.g) / 255, (color.b * parms.color.b) / 255);
drawer->AddTexture(pic, parms);
}
}
//==========================================================================
//
// DrawText
//
// Write a string using the given font
//
//==========================================================================
// This is only needed as a dummy. The code using wide strings does not need color control.
EColorRange V_ParseFontColor(const char32_t *&color_value, int normalcolor, int boldcolor) { return CR_UNTRANSLATED; }
template<class chartype>
void DrawTextCommon(F2DDrawer* drawer, FFont *font, int normalcolor, double x, double y, const chartype *string, DrawParms &parms)
{
int w;
const chartype *ch;
int c;
double cx;
double cy;
int boldcolor;
int kerning;
FTexture *pic;
if (parms.celly == 0) parms.celly = font->GetHeight() + 1;
parms.celly *= parms.scaley;
if (normalcolor >= NumTextColors)
normalcolor = CR_UNTRANSLATED;
boldcolor = normalcolor ? normalcolor - 1 : NumTextColors - 1;
PalEntry colorparm = parms.color;
PalEntry color = 0xffffffff;
parms.remap = font->GetColorTranslation((EColorRange)normalcolor, &color);
parms.color = PalEntry(colorparm.a, (color.r * colorparm.r) / 255, (color.g * colorparm.g) / 255, (color.b * colorparm.b) / 255);
kerning = font->GetDefaultKerning();
ch = string;
cx = x;
cy = y;
if (parms.monospace == EMonospacing::CellCenter)
cx += parms.spacing / 2;
else if (parms.monospace == EMonospacing::CellRight)
cx += parms.spacing;
auto currentcolor = normalcolor;
while (ch - string < parms.maxstrlen)
{
c = GetCharFromString(ch);
if (!c)
break;
if (c == TEXTCOLOR_ESCAPE)
{
EColorRange newcolor = V_ParseFontColor(ch, normalcolor, boldcolor);
if (newcolor != CR_UNDEFINED)
{
parms.remap = font->GetColorTranslation(newcolor, &color);
parms.color = PalEntry(colorparm.a, (color.r * colorparm.r) / 255, (color.g * colorparm.g) / 255, (color.b * colorparm.b) / 255);
currentcolor = newcolor;
}
continue;
}
if (c == '\n')
{
cx = x;
cy += parms.celly;
continue;
}
bool redirected = false;
if (NULL != (pic = font->GetChar(c, currentcolor, &w, &redirected)))
{
SetTextureParms(&parms, pic, cx, cy);
if (parms.cellx)
{
w = parms.cellx;
parms.destwidth = parms.cellx;
parms.destheight = parms.celly;
}
if (parms.monospace == EMonospacing::CellLeft)
parms.left = 0;
else if (parms.monospace == EMonospacing::CellCenter)
parms.left = w / 2.;
else if (parms.monospace == EMonospacing::CellRight)
parms.left = w;
drawer->AddTexture(pic, parms);
}
if (parms.monospace == EMonospacing::Off)
{
cx += (w + kerning + parms.spacing) * parms.scalex;
}
else
{
cx += (parms.spacing) * parms.scalex;
}
}
}
void DrawText(F2DDrawer* drawer, FFont *font, int normalcolor, double x, double y, const char *string, int tag_first, ...)
{
Va_List tags;
DrawParms parms;
if (font == NULL || string == NULL)
return;
va_start(tags.list, tag_first);
bool res = ParseDrawTextureTags(nullptr, 0, 0, tag_first, tags, &parms, true);
va_end(tags.list);
if (!res)
{
return;
}
DrawTextCommon(drawer, font, normalcolor, x, y, (const uint8_t*)GStrings.localize(string), parms);
}
void DrawText(F2DDrawer* drawer, FFont *font, int normalcolor, double x, double y, const char32_t *string, int tag_first, ...)
{
Va_List tags;
DrawParms parms;
if (font == NULL || string == NULL)
return;
va_start(tags.list, tag_first);
bool res = ParseDrawTextureTags(nullptr, 0, 0, tag_first, tags, &parms, true);
va_end(tags.list);
if (!res)
{
return;
}
DrawTextCommon(drawer, font, normalcolor, x, y, string, parms);
}
//==========================================================================
//
// V_DrawFrame
//
// Draw a frame around the specified area using the view border
// frame graphics. The border is drawn outside the area, not in it.
//
//==========================================================================
void DrawFrame(F2DDrawer* twod, PalEntry color, int left, int top, int width, int height, int thickness)
{
// Sanity check for incomplete gameinfo
int offset = thickness == -1 ? screen->GetHeight() / 400 : thickness;
int right = left + width;
int bottom = top + height;
// Draw top and bottom sides.
twod->AddColorOnlyQuad(left, top - offset, width, offset, color);
twod->AddColorOnlyQuad(left - offset, top - offset, offset, height + 2 * offset, color);
twod->AddColorOnlyQuad(left, bottom, width, offset, color);
twod->AddColorOnlyQuad(right, top - offset, offset, height + 2 * offset, color);
}